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blender-archive/source/blender/python/intern/gpu.c
Benoit Bolsee 01744abd81 GPU: add gpu python module with export_shader() function to export GLSL shader.
shader = gpu.export_shader(scene,material) 

Returns the GLSL shader that blender generates to produce the visual effect
of material in scene for the purpose of reusing the shader in an external engine.
This function is meant to be used in a material exporter so that the GLSL
shader can be exported entirely. The return value is a dictionary containing the
shader source code and all associated data. 

The full documentation is under sphinx.

Warning: there has been an API between the patch and this commit:
uniform['lamp'] and uniform['image'] now return python reference to 
ID block instead of ID name as before. The X3D exporter that uses this
function must be adapted.
2011-09-09 11:55:38 +00:00

292 lines
8.6 KiB
C

/*
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Benoit Bolsee.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/python/intern/gpu.c
* \ingroup pythonintern
*/
/* python redefines */
#ifdef _POSIX_C_SOURCE
#undef _POSIX_C_SOURCE
#endif
#include <Python.h>
#include "GPU_material.h"
#include "DNA_scene_types.h"
#include "DNA_image_types.h"
#include "DNA_material_types.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_ID.h"
#include "DNA_customdata_types.h"
#include "BLI_listbase.h"
#include "RNA_access.h"
#include "bpy_rna.h"
#define PY_MODULE_ADD_CONSTANT(module, name) PyModule_AddIntConstant(module, #name, name)
PyDoc_STRVAR(M_gpu_doc,
"This module provides access to the GLSL shader.");
static struct PyModuleDef gpumodule = {
PyModuleDef_HEAD_INIT,
"gpu", /* name of module */
M_gpu_doc, /* module documentation */
-1, /* size of per-interpreter state of the module,
or -1 if the module keeps state in global variables. */
NULL, NULL, NULL, NULL, NULL
};
PyMODINIT_FUNC
PyInit_gpu(void)
{
PyObject* m;
m = PyModule_Create(&gpumodule);
if(m == NULL)
return NULL;
// device constants
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_MAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_VIEWIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_IMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_OBJECT_COLOR);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNVEC);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCO);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNIMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNPERSMAT);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNENERGY);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_LAMP_DYNCOL);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DBUFFER);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DIMAGE);
PY_MODULE_ADD_CONSTANT(m, GPU_DYNAMIC_SAMPLER_2DSHADOW);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1I);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_1F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_2F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_3F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_9F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_16F);
PY_MODULE_ADD_CONSTANT(m, GPU_DATA_4UB);
PY_MODULE_ADD_CONSTANT(m, CD_MTFACE);
PY_MODULE_ADD_CONSTANT(m, CD_ORCO);
PY_MODULE_ADD_CONSTANT(m, CD_TANGENT);
PY_MODULE_ADD_CONSTANT(m, CD_MCOL);
return m;
}
#define PY_DICT_ADD_STRING(d,s,f) \
val = PyUnicode_FromString(s->f); \
PyDict_SetItemString(d, #f, val); \
Py_DECREF(val)
#define PY_DICT_ADD_LONG(d,s,f) \
val = PyLong_FromLong(s->f); \
PyDict_SetItemString(d, #f, val); \
Py_DECREF(val)
#define PY_DICT_ADD_ID(d,s,f) \
RNA_id_pointer_create((struct ID*)s->f, &tptr); \
val = pyrna_struct_CreatePyObject(&tptr); \
PyDict_SetItemString(d, #f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_ID(d,s,f) \
val = PyUnicode_FromString(&s->f->id.name[2]); \
PyObject_SetAttrString(d, #f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_LONG(d,s,f) \
val = PyLong_FromLong(s->f); \
PyObject_SetAttrString(d, #f, val); \
Py_DECREF(val)
#define PY_OBJ_ADD_STRING(d,s,f) \
val = PyUnicode_FromString(s->f); \
PyObject_SetAttrString(d, #f, val); \
Py_DECREF(val)
static PyObject* GPU_export_shader(PyObject* self, PyObject *args, PyObject *kwds)
{
PyObject* pyscene;
PyObject* pymat;
PyObject* as_pointer;
PyObject* pointer;
PyObject* noargs;
PyObject* result;
PyObject* dict;
PyObject* val;
PyObject* seq;
int i;
Scene *scene;
PointerRNA tptr;
Material *material;
GPUShaderExport *shader;
GPUInputUniform *uniform;
GPUInputAttribute *attribute;
static const char *kwlist[] = {"scene", "material", NULL};
if(!PyArg_ParseTupleAndKeywords(args, kwds, "OO:export_shader", (char**)(kwlist), &pyscene, &pymat))
return NULL;
if (!strcmp(Py_TYPE(pyscene)->tp_name, "Scene") &&
(as_pointer = PyObject_GetAttrString(pyscene, "as_pointer")) != NULL &&
PyCallable_Check(as_pointer)) {
// must be a scene object
noargs = PyTuple_New(0);
pointer = PyObject_CallObject(as_pointer, noargs);
Py_DECREF(noargs);
if (!pointer) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
scene = (Scene*)PyLong_AsVoidPtr(pointer);
Py_DECREF(pointer);
if (!scene) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
} else {
PyErr_SetString(PyExc_TypeError, "gpu.export_shader() first argument should be of Scene type");
return NULL;
}
if (!strcmp(Py_TYPE(pymat)->tp_name, "Material") &&
(as_pointer = PyObject_GetAttrString(pymat, "as_pointer")) != NULL &&
PyCallable_Check(as_pointer)) {
// must be a material object
noargs = PyTuple_New(0);
pointer = PyObject_CallObject(as_pointer, noargs);
Py_DECREF(noargs);
if (!pointer) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
material = (Material*)PyLong_AsVoidPtr(pointer);
Py_DECREF(pointer);
if (!material) {
PyErr_SetString(PyExc_SystemError, "scene.as_pointer() failed");
return NULL;
}
} else {
PyErr_SetString(PyExc_TypeError, "gpu.export_shader() second argument should be of Material type");
return NULL;
}
// we can call our internal function at last:
shader = GPU_shader_export(scene, material);
if (!shader) {
PyErr_SetString(PyExc_RuntimeError, "cannot export shader");
return NULL;
}
// build a dictionary
result = PyDict_New();
if (shader->fragment) {
PY_DICT_ADD_STRING(result,shader,fragment);
}
if (shader->vertex) {
PY_DICT_ADD_STRING(result,shader,vertex);
}
seq = PyList_New(BLI_countlist(&shader->uniforms));
for (i=0, uniform=shader->uniforms.first; uniform; uniform=uniform->next, i++) {
dict = PyDict_New();
PY_DICT_ADD_STRING(dict,uniform,varname);
PY_DICT_ADD_LONG(dict,uniform,datatype);
PY_DICT_ADD_LONG(dict,uniform,type);
if (uniform->lamp) {
PY_DICT_ADD_ID(dict,uniform,lamp);
}
if (uniform->image) {
PY_DICT_ADD_ID(dict,uniform,image);
}
if (uniform->type == GPU_DYNAMIC_SAMPLER_2DBUFFER ||
uniform->type == GPU_DYNAMIC_SAMPLER_2DIMAGE ||
uniform->type == GPU_DYNAMIC_SAMPLER_2DSHADOW) {
PY_DICT_ADD_LONG(dict,uniform,texnumber);
}
if (uniform->texpixels) {
val = PyByteArray_FromStringAndSize(uniform->texpixels, uniform->texsize);
PyDict_SetItemString(dict, "texpixels", val);
Py_DECREF(val);
PY_DICT_ADD_LONG(dict,uniform,texsize);
}
PyList_SET_ITEM(seq, i, dict);
}
PyDict_SetItemString(result, "uniforms", seq);
Py_DECREF(seq);
seq = PyList_New(BLI_countlist(&shader->attributes));
for (i=0, attribute=shader->attributes.first; attribute; attribute=attribute->next, i++) {
dict = PyDict_New();
PY_DICT_ADD_STRING(dict,attribute,varname);
PY_DICT_ADD_LONG(dict,attribute,datatype);
PY_DICT_ADD_LONG(dict,attribute,type);
PY_DICT_ADD_LONG(dict,attribute,number);
if (attribute->name) {
if (attribute->name[0] != 0) {
PY_DICT_ADD_STRING(dict,attribute,name);
} else {
val = PyLong_FromLong(0);
PyDict_SetItemString(dict, "name", val);
Py_DECREF(val);
}
}
PyList_SET_ITEM(seq, i, dict);
}
PyDict_SetItemString(result, "attributes", seq);
Py_DECREF(seq);
GPU_free_shader_export(shader);
return result;
}
static PyMethodDef meth_export_shader[] = {{ "export_shader", (PyCFunction)GPU_export_shader, METH_VARARGS | METH_KEYWORDS,
"export_shader(scene,material)\n\n"
"Returns the GLSL shader that produces the visual effect of material in scene.\n\n"
":return: Dictionary defining the shader, uniforms and attributes.\n"
":rtype: Dict"}};
PyObject* GPU_initPython()
{
PyObject* module = PyInit_gpu();
PyModule_AddObject(module, "export_shader", (PyObject *)PyCFunction_New(meth_export_shader, NULL));
PyDict_SetItemString(PyImport_GetModuleDict(), "gpu", module);
return module;
}